1/*
2 * Copyright (c) 2009-2010 jMonkeyEngine
3 * All rights reserved.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are
7 * met:
8 *
9 * * Redistributions of source code must retain the above copyright
10 *   notice, this list of conditions and the following disclaimer.
11 *
12 * * Redistributions in binary form must reproduce the above copyright
13 *   notice, this list of conditions and the following disclaimer in the
14 *   documentation and/or other materials provided with the distribution.
15 *
16 * * Neither the name of 'jMonkeyEngine' nor the names of its contributors
17 *   may be used to endorse or promote products derived from this software
18 *   without specific prior written permission.
19 *
20 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
21 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
22 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
23 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
24 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
25 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
26 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
27 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
28 * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
29 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
30 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
31 */
32package com.jme3.post.filters;
33
34import com.jme3.asset.AssetManager;
35import com.jme3.material.Material;
36import com.jme3.post.Filter;
37import com.jme3.renderer.RenderManager;
38import com.jme3.renderer.ViewPort;
39
40/**
41 * A Post Processing filter to change colors appear with sharp edges as if the
42 * available amount of colors available was not enough to draw the true image.
43 * Possibly useful in cartoon styled games. Use the strength variable to lessen
44 * influence of this filter on the total result. Values from 0.2 to 0.7 appear
45 * to give nice results.
46 *
47 * Based on an article from Geeks3D:
48 *    <a href="http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/" rel="nofollow">http://www.geeks3d.com/20091027/shader-library-posterization-post-processing-effect-glsl/</a>
49 *
50 * @author: Roy Straver a.k.a. Baal Garnaal
51 */
52public class PosterizationFilter extends Filter {
53
54    private int numColors = 8;
55    private float gamma = 0.6f;
56    private float strength = 1.0f;
57
58    /**
59     * Creates a posterization Filter
60     */
61    public PosterizationFilter() {
62        super("PosterizationFilter");
63    }
64
65    /**
66     * Creates a posterization Filter with the given number of colors
67     * @param numColors
68     */
69    public PosterizationFilter(int numColors) {
70        this();
71        this.numColors = numColors;
72    }
73
74    /**
75     * Creates a posterization Filter with the given number of colors and gamma
76     * @param numColors
77     * @param gamma
78     */
79    public PosterizationFilter(int numColors, float gamma) {
80        this(numColors);
81        this.gamma = gamma;
82    }
83
84    @Override
85    protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) {
86        material = new Material(manager, "Common/MatDefs/Post/Posterization.j3md");
87        material.setInt("NumColors", numColors);
88        material.setFloat("Gamma", gamma);
89        material.setFloat("Strength", strength);
90    }
91
92    @Override
93    protected Material getMaterial() {
94        return material;
95    }
96
97    /**
98     * Sets number of color levels used to draw the screen
99     */
100    public void setNumColors(int numColors) {
101        this.numColors = numColors;
102        if (material != null) {
103            material.setInt("NumColors", numColors);
104        }
105    }
106
107    /**
108     * Sets gamma level used to enhange visual quality
109     */
110    public void setGamma(float gamma) {
111        this.gamma = gamma;
112        if (material != null) {
113            material.setFloat("Gamma", gamma);
114        }
115    }
116
117    /**
118     * Sets urrent strength value, i.e. influence on final image
119     */
120    public void setStrength(float strength) {
121        this.strength = strength;
122        if (material != null) {
123            material.setFloat("Strength", strength);
124        }
125    }
126
127    /**
128     * Returns number of color levels used
129     */
130    public int getNumColors() {
131        return numColors;
132    }
133
134    /**
135     * Returns current gamma value
136     */
137    public float getGamma() {
138        return gamma;
139    }
140
141    /**
142     * Returns current strength value, i.e. influence on final image
143     */
144    public float getStrength() {
145        return strength;
146    }
147}